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MAG may be massive but it is an action shooter at its core. You can run around and shoot enemies, throw grenades, and drive vehicles just like any other shooter except with MAG youll do it with up to 256 players.

MAG may be massive but it is an action shooter at its core. You can run around and shoot enemies, throw grenades, and drive vehicles just like any other shooter except with MAG you’ll do it with up to 256 players. The team at Zipper was one of the pioneers of online gaming on consoles with the SOCOM franchise and they’ve used this knowledge to create a brand new server architecture to make an original game like MAG possible.

The year is 2025. The optimism and harmony of the 2010s were completely eradicated by 2020. A global crisis loomed. Food shortages sparked riots, currencies plummeted, fuel reserves dwindled, and oil-producing nations began to ration what remained. It is a dark future. Governments earmarked money for humanitarian efforts, overseas security, and intelligence services which, over time, found its way the coffers of a small group of Private Military Corporations (PMCs). These three private armies (Valor, Raven, and S.V.E.R.) then began to recruit aggressively. Soldiers without a country, the contractors fight wars that never happened. This is the nature of the Shadow War.

A first-person, online-only shooter, MAG lets you experience battles with up to 256 real people across a global battlefield. Players join one of three PMCs fighting each other in a shadow war and can either become skilled operatives or rank up to eventually command their private army to victory. Featuring unprecedented online action of a scale never before devised with player controlled strategic assets such as calling in air strikes, mortar barrages and parachute insertions; the persistent Shadow War in MAG keeps players coming back for more.

Utilizing a sophisticated ranking system and chain of command model, MAG manages the large number of players by breaking them down into squads of eight players. Players climb their way up the chain of command to take control of their 8-person squad, then 32-person platoon, and ultimately a 128-person army.

Key Features

Unprecedented Action – For the first time ever, fight 256 real player battles in hi-def online combat for contracts around the world.

Command Structure – Rise through the chain of command, earning the right to lead an eight-man squad, 32-man platoon, and even command a full 128-man army.

Persistent Shadow War – Each battle victory or loss contributes to your PMCs world standing, moving them on the offensive or pulling them back to the defensive.

Choose an army – Three distinct PMCs from which to choose from, each with their own history, personality, and style.

Customization – Customize your character and begin to pursue a wide variety of combat specialties.

PlayStation Move support, an increased level cap, our revamped skill tree, the new economy system, and our highly-demanded clan deploy feature are just the tip of the iceberg. There are so many fantastic new or improved items in MAG 2.0 it’s almost like a whole new game!

Implemented new “Clan Deploy” feature that allows Clan Leaders and Officers to deploy into group queues of up to 128 players

Characters moving from MAG v1.XX to MAG 2.0 will receive an immediate and automatic Respec the first time they log in

Repair Kits can now inflict damage on enemy soldiers, vehicles and objectives

XP rate for “Repair” has been increased from 1.5XP/ 10pts to 3XP/ 10pts

Players can now track all “sprinting” enemies on the mini-map without the need for equipment

All “Damage Bar” rates for “Domination” maps have reverted back to their original (and identical) values

Tuned the frequency in which a player can jump to eliminate “bunny hopper” techniques

Reduced helicopter settle time, widened turret rotation and significantly increased health to strengthen their use as a forward spawn point

The “Silent Step” OIC Leadership ability now works as intended by allowing nearby squadmates to move at both regular and running speeds without detection from the motion sensor — does not stack with any related skills or modifiers

Gameplay – (Economy)

Added in-game currency known as “Credit Points (CP)” that is awarded for by completing objectives, earning ribbons, finishing missions, and killing enemies

All gear and weapons are now located by default or can be sold or purchased in the “Supply Depot” menu

Gameplay – Skills (Overall)

All Skills cost only one point per unlock, allowing players to purchase new skills with every level increase

Removed all gear and weapon attainment from the “Skills” menu, they now reside in the separate “Supply Depot”

Added “Engineering, Medical, Resistances, Special Ops,” and ‘Vehicles” meta-categories to the “Skills” menu

“Close Quarters Improved Stability” skill has been renamed to “Close Quarters Recoil” stability and has been changed to reduced recoil on all pistols, personal defense weapons, submachine guns and shotguns

New “Improved Smoke Screen Rate” skill reduces the amount of time between smoke screens activated by the driver of the vehicle

New “Improved Turret Cooldown” skill reduces the time it takes for the soldier’s turret weapon to cool down after it has overheated

New “Improved Vehicle Awareness” skill makes the mini-map visible while a soldier is manning a vehicle or bunker turret and can be upgraded to add base Acoustic Locator and Motion Tracker functionality

New “Improved Vehicle Impact Damage” skill increases the amount of damage inflicted on enemy soldiers when impacted by the driver’s vehicle

New “Increased Vehicle Speed” skill increases the top speed of the vehicle the soldier is driving

New “Vehicle Mine Resistance” skill decreases the amount of damage a vehicle the soldier is driving takes from enemy anti-vehicle mines

Explosives Detector no longer beeps when in proximity of a teammate’s mines — only when near an enemy’s; beep frequency has also been adjusted

Motion Tracker has been updated so that it is no longer based on an enemy’s speed and is now based on an enemy’s stance, detecting movement for all un-jammed players

The Sensor Jammer had been updated so that all prone movement by the equipped player is masked; can be enhanced with “Improved Sensor Jammer” skill to mask crouched movement at level 1, walking at level 2 and sprinting at level 3